Marilith
5.5elarge fiend, chaotic evil
Defense
Proficiencies & Senses
Traits
Traits
Magic Resistance
The marilith has advantage on saving throws against spells and other magical effects.
Demonic Restoration
If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Reactive
The marilith can take one reaction on every turn of combat.
Actions
Multiattack
The marilith makes six Pact Blade attacks and uses Constrict.
Pact Blade
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.
Constrict
Strength Saving Throw: DC 17, one Large or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 5) bludgeoning damage. The target has the grappled condition (escape DC 17), and it has the restrained condition until the grapple ends.
Teleport
The marilith teleports up to 120 feet to an unoccupied space it can see.
Parry (Reaction)
Trigger: The marilith is hit by a melee attack roll while holding a weapon. Response: The marilith adds 5 to its AC against that attack, possibly causing it to miss.
Reference Text
A large, six-armed serpentine demon with a humanoid torso, wielding multiple swords, surrounded by dark, fiery Abyssal energy.